Health

Health (commonly known as HP, an abbreviation for Health/Hit Points) is the amount of life a unit or structure has. Max health is the cap on life any unit can have. Current health is directly reduced by damage and is regained in many different ways.

Every unit and structure has their max and current health displayed as a bar above their models. When displayed over a champion's model in game, the health meter is displayed as segmented bars.

Additionally, for your own champion, it is represented in the interface as a green bar with two numbers ( # / # ): the first one represents the actual life available at the moment, while the second is the maximum amount of health the champion can have. If a champion's health reaches zero and he doesn't have any abilities preventing it, death will occur. Max health scales additively with every bonus health point and increases with each level, meaning that each bonus point acquired directly affects the statistic.

At level 18 base health ranges from Gnar's 1650 health to Alistar's 2347 health. See here for the complete list.

Maximum health has a gold value of 2.67 gold per point. Health regen has a gold value of 36 gold per point. Health restored by potion has a gold value of 0.233 gold per point.

Contents

Effective Health

Effective health is considered as the amount of health that a champion has plus 1% per unit of defense as extra health due to damage reduction. In other words, effective health is the amount of damage the enemy needs to kill the champion.

For example, a champion with 1000 HP and 0 armor and an enemy with auto-attacks that deals 100 damage, then the champion needs to deal 1000 damage before reduction to kill the target. If the champion has 100 armor, the champion prevents 50% of the damage so the enemy deals 50 damage with each auto-attack. Therefore, as each auto-attack deals half damage and the enemy needs to execute double the amount of auto-attacks to deal 1000 damage. So the enemy instead of dealing 1000 damage before reduction to kill the target, the champion has to deal 2000 damage before reduction to kill the target.

Other champions' abilities

Health as scaling

Personal health

These use the champion's personal health pool to increase the magnitude of the ability. It could involve total or extra health. By building health items you can receive more benefit and power from these abilities in most situations.

Garen'sPerseverance regenerates 0.4 / 0.8 / 2% of his maximum health per second if he hasn't been damaged by a Monster, Champion or Tower for 9 seconds.

Gragas'sHappy Hour heals 4% of his maximum health instantly every time he uses an ability with a cooldown of 8 seconds.

Karma'sRenewal heals herself for 20% (+ 1% per 100 AP) of her missing health when she is tethered to the enemy champion, and another 20% (+ 1% per 100 AP) if the tether persists for the whole duration.

Malphite'sGranite Shield grants him a shield equal to 10% of his maximum health which recharges if he hasn't been damaged for 10/8/6 seconds.

Maokai'sSap Magic heals 7% of his maximum health when he attacks with 5 magical sap stacks.

Nunu'sConsume increases his maximum health by 10% for 120 / 150 / 180 / 210 / 240 seconds if he consumes a golem, and causes his attacks and spells to deal 1% of his maximum health in magic damage if he consumes a lizard for the same duration.

Zac'sCell Division sheds a chunk of himself each time he hits an enemy with an ability that can be reabsorbed to restore 4% of his maximum health. Upon taking fatal damage, Zac splits into 4 chunks that attempt to recombine. Each chunk has 12% of Zac's maximum health.

Scaling from enemy health

Maximum health

These abilities grant extra damage based on the target's maximum health. Typically, the more maximum health the target has, the more damage these abilities will deal. Therefore, they are more powerful against high-health targets, but their effect against low-health targets should not be ignored. Also note this type of extra damage is always capped against minions and monsters to prevent players dealing massive damage to high health pool monsters like Baron.

Mordekaiser'sChildren of the Grave deals 24 / 29 / 34% (+4% per 100 AP) of the target's maximum health in magic damage to the target, dealing half the damage initially and the other half over 10 seconds.

Nasus'sFury of the Sands empowers him for 15 seconds, dealing magic damage equal to 3 / 4 / 5% (+1% per 100 AP) of nearby enemies maximum health per second for the duration.

Zed'sContempt for the Weak causes his basic attack to deal an additional 6 / 8 / 10% of the target's maximum health as magic damage whenever the enemy is below 50% health.

Current health

These abilities grant extra damage based on the target's current health. Typically, the more current health the target has, the more damage these abilities will deal. Building additional max health can reduce the effect of skills based on current health over a long fight, but has quickly diminshing returns.

Jarvan IV'sMartial Cadence gives his first attack on a target bonus physical damage equal to 6 / 8 / 10% of the target's current health. However, the bonus capped at 400 physical damage.

Xin Zhao'sCrescent Sweep deals a base amount plus 15% of the target's current health as physical damage to all nearby enemies.

Missing health

These abilities grant extra damage based on the target's missing health. The less current health the target has (can be either a flat or percentage amount), the more damage these abilities will deal. These are often referred as "execute" abilities, as they work best on nearly dead targets.

Nidalee'sTakedown deals 2% increased damage for every 1% of the target's missing health.

Quinn'sSkystrike deals up to 100% increased damage based on the enemy's missing health.

Riven'sWind Slash deals up to 200% increased damage based on the enemy's missing health.

Volibear'sFrenzy deals 1% increased damage for every 1% of the target's missing health.

Items

Blade of the Ruined King makes autoattacks deal 8% of the target's current health in physical damage (60 max vs minions and monsters).

Face of the Mountain Passive: killing a minion heals the nearest allied champion for 50 (+1% of your maximum health) of your maximum health. (Recharges every 30 seconds, up to a maximum of 4 charges) Active: consumes 20% of your current Health to shield target ally for 10% of your maximum Health for 4 seconds. After 4 seconds, an explosion originates from the target dealing 10% of your maximum health as magic damage in an area. The shield does not need to persist for the explosion to occur. (60 second cooldown)

Liandry's Torment dealing spell damage burns for an additional 2% of the target's current health in magic damage over 3 seconds. If their movement is impaired, they take double damage from this effect. 100 max damage per second vs monsters.

Mikael's Crucible heals a target for 150 + 10% of their maximum health. (180 second cooldown)

Relic Shield: +75 health. Unique Passive – Spoils of War: Melee autoattacks execute minions below 200 + (100% AD) health. Killing a minion by any means heals you and the nearest allied champion for 40 health and grants them gold equal to the kill. These effects require a nearby allied champion and consume a charge. Recharges every 60 seconds. Max 2 charges. You may only be in possession of 1 Gold Income item. 365 gold.

SOhmwrecker: +300 health, +50 armor, +100% base health regen, +10% cooldown. Unique Active: Prevents the closest enemy tower from attacking for 3 seconds (120 second cooldown). This effect cannot be used against the same tower more than once every 8 seconds. Unique Passive – Point Runner: Build up to +30% movement speed over 2 seconds while near turrets. 2600 gold.

SRuby Sightstone: +400 health. Unique Passive – Ward Refresh: Holds 5 charges and refills upon visiting the shop. Unique Active – Ghost Ward: Consumes a charge to place an invisible ward that reveals the surrounding area for 3 minutes. A player may only have 3 stealth ward on the map at one time. 1600 gold.

SSightstone: +150 health. Unique Passive – Ward Refresh: Holds 4 charges and refills upon visiting the shop. Unique Active – Ghost Ward: Consumes a charge to place an invisible ward that reveals the surrounding area for 3 minutes. A player may only have 3 stealth ward on the map at one time. 800 gold..